varying vec3 eyeSpaceNormal;
varying vec3 lightDir;
//varying vec3 objectNormal;

void main(void)
{
	vec3 N = normalize(eyeSpaceNormal);
	vec3 L = normalize(lightDir);//this is for directional light source
	float diffuse = max( 0.0, dot(N,L) );	
	gl_FragColor =  vec4(diffuse, diffuse, diffuse , 1.0);
}

//vec3 N = normalize(eyeSpaceNormal);
//vec3 L = normalize(lightDir);//this is for directional light source
//float diffuse = max( 0.0, dot(N,L) );	
	
//	/*if( dot(vec3(0,0,1.0), N) <= 0.3 )	//Cellshading
//	{
//		gl_FragColor = vec4(0.0,0.0,0.0,1.0);
//	}*/

